Introduction digital elements into the classroom with

In order
to be successful in any field, professionals have to stay ahead of the curve;
though in architecture nowadays, technology progresses so quickly that it’s
difficult to be on the front lines. Each day, with the advancement of
technology, the level and manner of interacting architectural spaces varies
with their audiences. One day, we are witnessing the expansion of virtual
reality, and another day we see an augmented reality that changes the type of
engagement of the audience with its surroundings. In all this, it tries to make
the audience experience new space and conditions that did not exist before and
actually, make an immersive experience for them.

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An
immersive experience is defined as an imaginative environment in which the user
is fully surrounded, it seems to be inside and part of it. This term is
associated with a technological environment that manages user senses such as
augmented reality (AR), virtual reality (VR), and mixed reality (MR).

In Virtual Reality we
transported into unbuilt designs and foreign lands and by developing technology,
scientists and designers in virtual reality (VR) field try to make this
experience for users more effective and closer to reality.

Nowadays
we are facing to immersive in different aspects of our life and surrounding
architectural spaces. For example, in the education
field, we are seeing that by pulling digital
elements into the classroom with mixed reality or
transforming the learning environment with virtual reality. For example,
exploring the surface of Mars as part of a science lesson. In art, we have
contemporary art that is designed to surround the visitor. Immersive
experiences can be accomplished without technology as art can transform reality
on its own. In Entertainment, we can see theme parks, movies and games that
completely surround you. This includes pervasive games that
draw virtual elements into the real world. In theory, movies could also occur
in the real world. In summary, we also have more examples in fields such as restaurants,
events, fitness, efficiency, productivity and etc.

As well as, Augmented Reality (AR)
experiences lets architects, engineer constructors, tourists and
marketing activists and
interior designers to add a layer of visualization on top of the real world. We
can use it when we have the real environment as the basic layer.

With the technology boom and extending it in the architectural
environment, architects will inevitably have to work alongside not only techies
but scientists too if they want to stay in the game.

Many of us have probably used the Augmented Reality (AR)
on a regular basis or today it is part of our everyday experiences, perhaps
without realizing it. We can observe it in several apps like Snapchat that
allow us to masks that appear to be on our face when we move our head using AR
technology to entertain us. And do not let the Face Swap Live come out that has
become funny/terrible movies and behavioural patterns among users.

But AR is more than a collapse in the digital marketing
world, and some companies realize that they can be profitable to use technology
to boost their business in ways that are undoubtedly super-fun.

To genuinely
understand the guarantee that AR offers, designers should hold up until the
point when the innovation can bolster their vision and their objectives.
Pokémon Go an acclaimed application amusement that released it in 2016, was a
basic gaming gadget that included huge numbers of the qualities of expanded
reality, however, all it truly did was overlay an affair over the physical
world, rather than making an ordeal that really enlarges that world. While
Pokémon Go set the potential roof for AR’s allure, it did not have the stray
pieces that would describe a genuine AR encounter.

When Apple released its ARKit this year, it was clearly a milestone
for the mass-market adoption of virtual reality (VR), augmented reality (AR)
and mixed reality technologies. While the difference between these, especially
between AR and mixed reality, is still a bit
confusing, it may help to shift perspective to the user’s point of
view and talk about immersive experience instead. Gartner has named immersive
experience one of their top 10 strategic
technology trends for 2018.

Moreover, we have to tell in 2017, $11 billion globally spent on
AR/VR products and services and some reports show total spending expected to
reach $215 billion in 2021. The rapid growth is in part because of the
significant investments and innovations led by tech giants such as Apple,
Google, and Facebook, including tools, platforms, and services, as they seek to
lead the adoption of the next big computing platform.

So, in the next few years, we will see new things happening in the
immersive experience. The users experience new spaces and possibilities.
Therefore, it is imperative that architects and designers should play an
essential role in communicating users and the surrounding architectural
environment by learning the capabilities of their respective technologies and
using them in a correct manner.

For quite a while now, users of digital technology interacted with
visible hardware objects, and the long-term trend clearly goes towards
simplification and ease of use. With VR/AR/MR, hardware becomes almost
invisible, at least with regard to the user experience. Of course, the user still
needs some gear, but the experience gets one step closer to the point where the
hardware is no longer part of it.

Whether you are throwing a corporate event or building a virtual
reality event, creating an experience that truly immerses a target audience is
not any smooth feat.

I need to ask architects, game designers, immersive theatre
manufacturers, and others on the forefront of experience design, the same
questions: What do you think is the secret to creating an immersive experience
or world? Is there any method for that?

In this research, we investigate the factors that make user’s
experiences in VR/AR/MR architectural environments more immersive. As well as,
will be attempted to obtain a protocol or manual based on these factors.